tl:dr RNG seems to be working pretty much as it should be - pretty much the only thing I think I’ve really confirmed is the existence of confirmation bias…
I’ve done some more testing - this time how the thrall perks rng seems to be turning out. Long story short, I levelled several Cimmerian Berserkers in game and wasn’t impressed by their perks so wanted to see how it would turn out over a larger sample size.
Note: perks (and even stats) are relatively unimportant on thralls. Many of us know this. It doesn’t stop it being frustrating/disappointing to spend hours leveling a thrall only to see a negative perk come up, and it is especially frustrating for newer players who don’t always realise how little it really means overall. There is a common perception (myself included) that better thralls seem to get worse perks. This test doesn’t disprove that theory, but the results do suggest against it, at least to me.
Methodology -
I spawned in 100 Cimmerian Berserkers, placed them, admin levelled them to 20 (without food) and then collated the results. This is not a large enough sample size (but it would need tens of thousands to really smooth out the results) - but the results do suggest to my eye that overall perk distribution is pretty fair, and actually better than we tend to think.
This first table shows the complete tally of all perks received by the 100 berserkers, divided in columns of 10 thralls at a time.
The second table is more subjective, but does reflect the way many players tend to think about perks (though perks like archer or eagle-eyed can also be felt as negative, but would not count as such under this tally system as they do not produce an actual minus to strength or vitality):
Finally, the most subjective of all, I tried to view the sets of perks from the perspective of how I would feel about that set of perks in game. The result surprised me, with 47 thralls with ‘good’ perks, 21 with ‘bad’ perks and 32 ‘eh, whatever’ perks.
For examples of how I categorised this - a thrall with High Strung, Near-Sighted and Angry Drunk counted as ‘good’ perks (despite only having one ‘positive’ by the previous test), whereas I rated a thrall with Unflinching, Archer and Eagle-Eyed as ‘bad’, because that set feels disappointing on a fighter (despite there being no negatives by the previous test).
A few other interesting results -
Assassin, Strong Arms, Redeemed
Vanguard, Redeemed, Godly Vigor (80 vitality total)
Vanguard, Cannibal, Angry Drunk
Fit, Redeemed, Might of Giants
And, as can be seen from table 2, 17% fit somewhere around this - though, obviously, not all positive perks are created equal.
What this test doesn’t (and can’t) take account of is the way a single ‘bad’ perk feels - when you’ve spent a few hours to get them to their next perk and it turns out negative, that can colour a players perception of the whole set of perks. But looked at over a large enough sample size, it doesn’t really look as bad as all that.
For anyone wanting to access a PDF version of the tables
For anyone wanting to access a word doc version of the tables